Microsoft has acquired Xamarin. It has finally happened, and while a few years back this would have been horrifying news, I’m actually OK with it now. This news is exciting for a few different reasons. It raises many questions, and opens up a whole ton of possibilities for .NET development in a multi-platform world.

I’m fairly active in the Unity community, both locally, and online. During my time working as a Unity dev, I’ve seen some bad code, a lot of horrible code, and some good code. I’ve been been lucky enough to feast my eyes upon some great code. The tips that follow are merely based on my observations and experience. I’m by no means a programming god, and these are not commandments, but I’ve found some success in following these tips. Hopefully some of you can find these helpful as well. Without further ado, let’s begin:

With the recent news of Adobe Flash been re-branded as Adobe Animate (Animate CC, to be exact), and the less-recent news that Mozilla would follow in Google’s footsteps in pulling the plug on NPAPI for Firefox, browser-based games are left in a somewhat awkward spot. Unity has moved away from their web player in (desperate) favor of WebGL. Where do they go from here?

In later versions, we moved on to a modified version of an OTS FPS package on the asset store, but early on, all the character controls were handled by our own code. Here’s a peek at a demo scene we put together for the (unreleased) Armory Demo. Art was done by a few team members, with all the programming and post-processing effects done by me. Check it out below: